AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2025
Logothetis, I.; Diakogiannis, K.; Vidakis, N.
Interactive Learning Through Conversational Avatars and Immersive VR: Enhancing Diabetes Education and Self-Management Proceedings Article
In: X., Fang (Ed.): Lect. Notes Comput. Sci., pp. 415–429, Springer Science and Business Media Deutschland GmbH, 2025, ISBN: 03029743 (ISSN); 978-303192577-1 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Chronic disease, Computer aided instruction, Diabetes Education, Diagnosis, E-Learning, Education management, Engineering education, Gamification, Immersive virtual reality, Interactive computer graphics, Interactive learning, Large population, Learning systems, NUI, Self management, Serious game, Serious games, simulation, Virtual Reality
@inproceedings{logothetis_interactive_2025,
title = {Interactive Learning Through Conversational Avatars and Immersive VR: Enhancing Diabetes Education and Self-Management},
author = {I. Logothetis and K. Diakogiannis and N. Vidakis},
editor = {Fang X.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105008266480&doi=10.1007%2f978-3-031-92578-8_27&partnerID=40&md5=451274dfa3ef0b3f1b39c7d5a665ee3b},
doi = {10.1007/978-3-031-92578-8_27},
isbn = {03029743 (ISSN); 978-303192577-1 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Lect. Notes Comput. Sci.},
volume = {15816 LNCS},
pages = {415–429},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {Diabetes is a chronic disease affecting a large population of the world. Education and self-management of diabetes are crucial. Technologies such as Virtual Reality (VR) have presented promising results in healthcare education, while studies suggest that Artificial Intelligence (AI) can help in learning by further engaging the learner. This study aims to educate users on the entire routine of managing diabetes. The serious game utilizes VR for realistic interaction with diabetes tools and generative AI through a conversational avatar that acts as an assistant instructor. In this way, it allows users to practice diagnostic and therapeutic interventions in a controlled virtual environment, helping to build their understanding and confidence in diabetes management. To measure the effects of the proposed serious game, presence, and perceived agency were measured. Preliminary results indicate that this setup aids in the engagement and immersion of learners, while the avatar can provide helpful information during gameplay. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.},
keywords = {Artificial intelligence, Chronic disease, Computer aided instruction, Diabetes Education, Diagnosis, E-Learning, Education management, Engineering education, Gamification, Immersive virtual reality, Interactive computer graphics, Interactive learning, Large population, Learning systems, NUI, Self management, Serious game, Serious games, simulation, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
2024
Gaudi, T.; Kapralos, B.; Quevedo, A.
Structural and Functional Fidelity of Virtual Humans in Immersive Virtual Learning Environments Proceedings Article
In: IEEE Gaming, Entertain., Media Conf., GEM, Institute of Electrical and Electronics Engineers Inc., 2024, ISBN: 979-835037453-7 (ISBN).
Abstract | Links | BibTeX | Tags: 3D modeling, Computer aided instruction, Digital representations, E-Learning, Engagement, fidelity, Immersive, Immersive virtual learning environment, Serious game, Serious games, Three dimensional computer graphics, Virtual character, virtual human, Virtual humans, Virtual instructors, Virtual learning environments, Virtual Reality, virtual simulation, Virtual simulations
@inproceedings{gaudi_structural_2024,
title = {Structural and Functional Fidelity of Virtual Humans in Immersive Virtual Learning Environments},
author = {T. Gaudi and B. Kapralos and A. Quevedo},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85199517136&doi=10.1109%2fGEM61861.2024.10585535&partnerID=40&md5=bf271019e077b5e464bcd62b1b28312b},
doi = {10.1109/GEM61861.2024.10585535},
isbn = {979-835037453-7 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {IEEE Gaming, Entertain., Media Conf., GEM},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Central to many immersive virtual learning environments (iVLEs) are virtual humans, or characters that are digital representations, which can serve as virtual instructors to facilitate learning. Current technology is allowing the production of photo-realistic (high fidelity/highly realistic) avatars, whether using traditional approaches relying on 3D modeling, or modern tools leveraging generative AI and virtual character creation tools. However, fidelity (i.e., level of realism) is complex as it can be analyzed from various points of view referring to its structure, function, interactivity, and behavior among others. Given its relevance, fidelity can influence various aspects of iVLEs including engagement and ultimately learning outcomes. In this work-in-progress paper, we propose a study that will examine the effect of structural and functional fidelity of a virtual human assistant on engagement within a virtual simulation designed to teach the cognitive aspects (e.g., the steps of a procedure) of the heart auscultation procedure. © 2024 IEEE.},
keywords = {3D modeling, Computer aided instruction, Digital representations, E-Learning, Engagement, fidelity, Immersive, Immersive virtual learning environment, Serious game, Serious games, Three dimensional computer graphics, Virtual character, virtual human, Virtual humans, Virtual instructors, Virtual learning environments, Virtual Reality, virtual simulation, Virtual simulations},
pubstate = {published},
tppubtype = {inproceedings}
}
Williams, R.
Deep HoriXons - 3D Virtual Generative AI Assisted Campus for Deep Learning AI and Cybersecurity Proceedings Article
In: M., Blowers; B.T., Wysocki (Ed.): Proc SPIE Int Soc Opt Eng, SPIE, 2024, ISBN: 0277786X (ISSN); 978-151067434-9 (ISBN).
Abstract | Links | BibTeX | Tags: 3D virtual campus, AI and cybersecurity education, AI talent pipeline, ChatGPT digital tutor, CompTIA Security+, Computer aided instruction, Cyber security, Cyber-security educations, Cybersecurity, Deep learning, E-Learning, Immersive, Learning systems, Virtual campus, Virtual learning environments, Virtual Reality
@inproceedings{williams_deep_2024,
title = {Deep HoriXons - 3D Virtual Generative AI Assisted Campus for Deep Learning AI and Cybersecurity},
author = {R. Williams},
editor = {Blowers M. and Wysocki B.T.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85196555361&doi=10.1117%2f12.3011374&partnerID=40&md5=ff7392a37a51044c79d4d2824c9cf46b},
doi = {10.1117/12.3011374},
isbn = {0277786X (ISSN); 978-151067434-9 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Proc SPIE Int Soc Opt Eng},
volume = {13058},
publisher = {SPIE},
abstract = {This abstract outlines two significant innovations in AI and cybersecurity education within the "Deep HoriXons" 3D virtual campus, addressing the urgent need for skilled professionals in these domains. First, the paper introduces "Deep HoriXons," an immersive 3D virtual learning environment designed to democratize and enhance the educational experience for AI and cybersecurity. This innovation is notable for its global accessibility and ability to simulate real-world scenarios, providing an interactive platform for experiential learning, which is a marked departure from traditional educational models. The second innovation discussed is the strategic integration of ChatGPT as a digital educator and tutor within this virtual environment. ChatGPT's role is pivotal in offering tailored, real-time educational support, making complex AI and cybersecurity concepts more accessible and engaging for learners. This application of ChatGPT is an innovation worth noting for its ability to adapt to individual learning styles, provide interactive scenario-based learning, and support a deeper understanding of technical subjects through dynamic, responsive interaction. Together, these innovations represent a significant advancement in the field of AI and cybersecurity education, addressing the critical talent shortage by making high-quality, interactive learning experiences accessible on a global scale. The paper highlights the importance of these innovations in creating a skilled workforce capable of tackling the evolving challenges in AI and cybersecurity, underscoring the need for ongoing research and development in this area. © 2024 SPIE.},
keywords = {3D virtual campus, AI and cybersecurity education, AI talent pipeline, ChatGPT digital tutor, CompTIA Security+, Computer aided instruction, Cyber security, Cyber-security educations, Cybersecurity, Deep learning, E-Learning, Immersive, Learning systems, Virtual campus, Virtual learning environments, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Pester, A.; Tammaa, A.; Gütl, C.; Steinmaurer, A.; El-Seoud, S. A.
Conversational Agents, Virtual Worlds, and Beyond: A Review of Large Language Models Enabling Immersive Learning Proceedings Article
In: IEEE Global Eng. Edu. Conf., EDUCON, IEEE Computer Society, 2024, ISBN: 21659559 (ISSN); 979-835039402-3 (ISBN).
Abstract | Links | BibTeX | Tags: Computational Linguistics, Computer aided instruction, Conversational Agents, Education, Immersive learning, Language Model, Large language model, Learning systems, Literature reviews, LLM, Metaverse, Metaverses, Natural language processing systems, Pedagogy, Survey literature review, Virtual Reality, Virtual worlds
@inproceedings{pester_conversational_2024,
title = {Conversational Agents, Virtual Worlds, and Beyond: A Review of Large Language Models Enabling Immersive Learning},
author = {A. Pester and A. Tammaa and C. Gütl and A. Steinmaurer and S. A. El-Seoud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85199068668&doi=10.1109%2fEDUCON60312.2024.10578895&partnerID=40&md5=1b904fd8a5e06d7ced42a328c028bbb7},
doi = {10.1109/EDUCON60312.2024.10578895},
isbn = {21659559 (ISSN); 979-835039402-3 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {IEEE Global Eng. Edu. Conf., EDUCON},
publisher = {IEEE Computer Society},
abstract = {Large Language Models represent a significant breakthrough in Natural Language Processing research and opened a wide range of application domains. This paper demonstrates the successful integration of Large Language Models into immersive learning environments. The review highlights how this emerging technology aligns with pedagogical principles, enhancing the effectiveness of current educational systems. It also reflects recent advancements in integrating Large Language Models, including fine-tuning, hallucination reduction, fact-checking, and human evaluation of generated results. © 2024 IEEE.},
keywords = {Computational Linguistics, Computer aided instruction, Conversational Agents, Education, Immersive learning, Language Model, Large language model, Learning systems, Literature reviews, LLM, Metaverse, Metaverses, Natural language processing systems, Pedagogy, Survey literature review, Virtual Reality, Virtual worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
Krauss, C.; Bassbouss, L.; Upravitelev, M.; An, T. -S.; Altun, D.; Reray, L.; Balitzki, E.; Tamimi, T. El; Karagülle, M.
Opportunities and Challenges in Developing Educational AI-Assistants for the Metaverse Proceedings Article
In: R.A., Sottilare; J., Schwarz (Ed.): Lect. Notes Comput. Sci., pp. 219–238, Springer Science and Business Media Deutschland GmbH, 2024, ISBN: 03029743 (ISSN); 978-303160608-3 (ISBN).
Abstract | Links | BibTeX | Tags: 3D modeling, AI-assistant, AI-Assistants, Computational Linguistics, Computer aided instruction, Concept-based, E-Learning, Education, Interoperability, Language Model, Large language model, large language models, Learning Environments, Learning systems, Learning Technologies, Learning technology, LLM, Metaverse, Metaverses, Natural language processing systems, Proof of concept, User interfaces, Virtual assistants, Virtual Reality
@inproceedings{krauss_opportunities_2024,
title = {Opportunities and Challenges in Developing Educational AI-Assistants for the Metaverse},
author = {C. Krauss and L. Bassbouss and M. Upravitelev and T. -S. An and D. Altun and L. Reray and E. Balitzki and T. El Tamimi and M. Karagülle},
editor = {Sottilare R.A. and Schwarz J.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85196214138&doi=10.1007%2f978-3-031-60609-0_16&partnerID=40&md5=9a66876cb30e9e5d287a86e6cfa66e05},
doi = {10.1007/978-3-031-60609-0_16},
isbn = {03029743 (ISSN); 978-303160608-3 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Lect. Notes Comput. Sci.},
volume = {14727 LNCS},
pages = {219–238},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {The paper explores the opportunities and challenges for metaverse learning environments with AI-Assistants based on Large Language Models. A proof of concept based on popular but proprietary technologies is presented that enables a natural language exchange between the user and an AI-based medical expert in a highly immersive environment based on the Unreal Engine. The answers generated by ChatGPT are not only played back lip-synchronously, but also visualized in the VR environment using a 3D model of a skeleton. Usability and user experience play a particularly important role in the development of the highly immersive AI-Assistant. The proof of concept serves to illustrate the opportunities and challenges that lie in the merging of large language models, metaverse applications and educational ecosystems, which are self-contained research areas. Development strategies, tools and interoperability standards will be presented to facilitate future developments in this triangle of tension. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.},
keywords = {3D modeling, AI-assistant, AI-Assistants, Computational Linguistics, Computer aided instruction, Concept-based, E-Learning, Education, Interoperability, Language Model, Large language model, large language models, Learning Environments, Learning systems, Learning Technologies, Learning technology, LLM, Metaverse, Metaverses, Natural language processing systems, Proof of concept, User interfaces, Virtual assistants, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Sarshartehrani, F.; Mohammadrezaei, E.; Behravan, M.; Gracanin, D.
Enhancing E-Learning Experience Through Embodied AI Tutors in Immersive Virtual Environments: A Multifaceted Approach for Personalized Educational Adaptation Proceedings Article
In: R.A., Sottilare; J., Schwarz (Ed.): Lect. Notes Comput. Sci., pp. 272–287, Springer Science and Business Media Deutschland GmbH, 2024, ISBN: 03029743 (ISSN); 978-303160608-3 (ISBN).
Abstract | Links | BibTeX | Tags: Adaptive Learning, Artificial intelligence, Artificial intelligence in education, Computer aided instruction, Computer programming, E - learning, E-Learning, Education computing, Embodied artificial intelligence, Engineering education, Immersive Virtual Environments, Learner Engagement, Learning experiences, Learning systems, Multi-faceted approach, Personalized Instruction, Traditional boundaries, Virtual Reality
@inproceedings{sarshartehrani_enhancing_2024,
title = {Enhancing E-Learning Experience Through Embodied AI Tutors in Immersive Virtual Environments: A Multifaceted Approach for Personalized Educational Adaptation},
author = {F. Sarshartehrani and E. Mohammadrezaei and M. Behravan and D. Gracanin},
editor = {Sottilare R.A. and Schwarz J.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85196174389&doi=10.1007%2f978-3-031-60609-0_20&partnerID=40&md5=3801d0959781b1a191a3eb14f47bd8d8},
doi = {10.1007/978-3-031-60609-0_20},
isbn = {03029743 (ISSN); 978-303160608-3 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Lect. Notes Comput. Sci.},
volume = {14727 LNCS},
pages = {272–287},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {As digital education transcends traditional boundaries, e-learning experiences are increasingly shaped by cutting-edge technologies like artificial intelligence (AI), virtual reality (VR), and adaptive learning systems. This study examines the integration of AI-driven personalized instruction within immersive VR environments, targeting enhanced learner engagement-a core metric in online education effectiveness. Employing a user-centric design, the research utilizes embodied AI tutors, calibrated to individual learners’ emotional intelligence and cognitive states, within a Python programming curriculum-a key area in computer science education. The methodology relies on intelligent tutoring systems and personalized learning pathways, catering to a diverse participant pool from Virginia Tech. Our data-driven approach, underpinned by the principles of educational psychology and computational pedagogy, indicates that AI-enhanced virtual learning environments significantly elevate user engagement and proficiency in programming education. Although the scope is limited to a single academic institution, the promising results advocate for the scalability of such AI-powered educational tools, with potential implications for distance learning, MOOCs, and lifelong learning platforms. This research contributes to the evolving narrative of smart education and the role of large language models (LLMs) in crafting bespoke educational experiences, suggesting a paradigm shift towards more interactive, personalized e-learning solutions that align with global educational technology trends. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.},
keywords = {Adaptive Learning, Artificial intelligence, Artificial intelligence in education, Computer aided instruction, Computer programming, E - learning, E-Learning, Education computing, Embodied artificial intelligence, Engineering education, Immersive Virtual Environments, Learner Engagement, Learning experiences, Learning systems, Multi-faceted approach, Personalized Instruction, Traditional boundaries, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}